Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
With that in mind, I brought this mod up to the standards my more recent mods have been meeting, including extender-izing it and using LeaderLib. That version can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892085233
This mod will remain public for awhile longer but will eventually be unlisted. There is a link on the new version of the mod and will be a link in my collection to get back here.
Thanks everyone, again!
The glyphs are based on GW2 implementation since I wanted multiple incentives for attunement swapping, and that stuff would be relatively hard to do without extender-ising the mod, which I am not up to doing just yet.
As for mesmer, especially GW1 mesmer, I thought about it. Unfortunately the three playstyles: Energy(AP) manipulation, Damage over Time, Interruption/Shutdown suffer from being absurdly overpowered, absurdly bad in DOS2, and requires extensive scripting / could be overpowered respectively. I don't think those are playstyles I'll focus on with class mods for the most part.
Would you be able to add the glyph one that heals you based on how much energy the next spell costs?
Or the enchantment that heals you based on the energy cost of spells cast afterward for a time?
So essentially in this case it would be a base healing multiplied by the AP of the next skill.
Any thoughts on doing the mesmer skills?
And my entire team is given attunement now, as well as Overload. Is that intended or my fault somehow?
This mod now requires: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836619883
There is not. Ensure the mod is enabled. If it is, see if any would affect merchant offers - other mods adding skills, etc. If the mod author set it up wrong, they might have overwritten merchant lists in a way that prevents other mods from adding to the list.
You can use it out of combat, but it's only targetable on enemies - enemies that are still yellow cannot be targeted. This is to avoid it from hurting yellow-outline allies. There are a few skills like that, and the ones that are safer are going to have their targeting conditions adjusted soon (tm).
Replied in the discussion
https://steamhost.cn/steamcommunity_com/app/435150/discussions/0/3159763879064256593/
It's a common issue, you should be able to peruse the workshop folder on your machine and find the most recently downloaded ones and move them manually. It's unfortunately not something caused or fixable by the modding community outside of mod managers (LL's Mod Manager is an excellent resource, as Doctor Beetus mentioned).
If you would like to localize to Chinese I can provide the files necessary. I don't speak/write it, but am more than willing to provide what's necessary to translate.
No conflicts with base game spells, I don't touch any.
@JGwinworth
All spells are available at regular base game merchants as part of their normal inventory. They are a part of level lists, so the spells may not all be available immediately. If the vendors do not have the skills, then you will probably need to gain a level or wait for the standard refresh timer (I think about 45 minutes) and their stock will change over with new offers.
Absolutely! There are a handful of skills they'd be unable to use as pure pyro (Glyphs, Ether Skills, Weave Self, etc), but most skills are fine without cross-element effects. Skills like Flame Uprising would benefit from an ash attack first, but they still deal respectable damage otherwise.
Here's a suggestion: the size and art style of mod icons are quite different from those of native skills. It is recommended to unify them.
Never expected such traction. Keep an eye for more!
It should work in GM mode, now, have fun and lemme know if anything is messed up or you notice anything missing!
It shouldn't. My mod doesn't touch any base game stuff and unless both them and I utilize the *same* naming convention for something, my mod won't be the source of conflict. Or at least, not intentionally.